Inter-Region Movement
Inter-region movement is how fleets travel from one region to another. It is distinct from movement inside a region and governed by a separate set of rules.
Purpose
Regions are not open water. A fleet cannot cross from one region into another simply by reaching the edge of the local map. All movement between regions passes through defined gateway connections — the only sanctioned routes between named areas of the galaxy.
This creates strategic geography at the galaxy scale: regions have identifiable entrances and exits, and controlling those chokepoints has real consequences for trade, invasion, and defense.
Player Value
Inter-region movement gives large-scale strategy its shape. A player who understands the gateway network of the galaxy can:
- identify which regions are easy to approach and which are well-insulated
- find the shortest or safest multi-region route to a destination
- recognize which gateway systems are worth fortifying, contesting, or blockading
- plan logistics and supply lines that span multiple regions
The gateway network is effectively the political and military map of the galaxy.
How Gateways Work
A gateway is an orbital system that has a directional connection to a specific orbital system in a neighboring region. Both ends of the connection are named systems on their respective local region maps.
To move from one region to another, a fleet must:
- Navigate to the gateway system within the current region.
- Pass through the gateway connection.
- Arrive at the connected system in the neighboring region.
There is no movement across region boundaries outside of this process.
Rules
- Inter-region travel requires using a gateway system. Region edges cannot be crossed freely.
- Each gateway connection links a specific system in one region to a specific system in another.
- A region may have one or more gateway connections to other regions.
- A region with no gateways is isolated and unreachable through normal movement.
- Two regions may appear adjacent on the galaxy map without having a direct gateway link. Visual proximity does not imply a route.
- A fleet travelling between two non-adjacent regions must pass through any intermediate regions along the route, entering and exiting each through their respective gateways.
Route Planning
When a fleet needs to travel across multiple regions, movement happens in two stages.
Stage 1 — region path: Identify the sequence of regions to pass through between origin and destination. This is the macro-level route across the galaxy.
Stage 2 — local path: Within each region along that sequence, navigate from the arrival gateway to the departure gateway (or to the final destination in the last region).
For example, a fleet moving from Orion March to Red Expanse via Helios Reach would:
- Navigate to the Helios Reach gateway in Orion March.
- Pass through into Helios Reach and navigate across it to its Red Expanse gateway.
- Pass through into Red Expanse and navigate to the final destination.
This two-stage structure means the safety and accessibility of intermediate regions matters. A hostile blockade in Helios Reach can cut the route entirely.
Strategic Significance of Gateways
Dead ends and hubs
A region with one gateway is a dead end — its single gateway is both the only entrance and the only exit. Holding that system means holding the region.
A region with many gateways is a hub — difficult to seal off but easier for all parties to access. Hub regions tend to become contested transit zones.
Chokepoints
Gateway systems are natural chokepoints. A defending force can concentrate at a single system to control all movement in or out of a region. An attacker that cannot take or circumvent that system cannot enter.
Blockades
A fleet positioned at a gateway system can deny passage to enemy fleets. This makes gateway systems the primary target in any effort to isolate a region or cut off a supply line.
Constraints
- Players cannot create, modify, or remove gateway connections.
- The gateway network is defined at world setup time and does not change through normal gameplay.
- Fleet movement rules — travel time, fuel cost, combat during transit — are defined in a separate feature.
- Sovereignty over a gateway system does not automatically grant or revoke passage rights. Access control mechanics are defined in a separate feature.